Quantum Arcadequantum computing by playing
English β€” change language
πŸ—ΊοΈ Map

How this course is built

Every choice β€” from playing before reading, to how levels unlock, down to the colour of the buttons β€” comes from a specific strand of research. Here they are, listed openly, so you can argue with them.

In two lines: you learn by doing (interactive simulations), you consolidate by recalling from memory (quizzes), you remember over time (spaced review), you move on only after showing you understood (mastery learning), and the interface is designed to remove cognitive load, not to add it. Below you will find every choice, including the ones about level order, sound, mandatory registration and the way the commercial text on this site is written β€” with the sources at the bottom.

1. Why a video game and not a video

The meta-analysis by Wouters and colleagues (2013) over 77 studies (more than 5,500 participants) finds that "serious games" produce better learning than traditional instruction (d β‰ˆ 0.29) and above all better retention (d β‰ˆ 0.36). But with one decisive detail: they work better when the game is accompanied by other instruction and when the experience is spread over several sessions.

What we take from it here: no level is "just a game". Every mini-game is followed (or preceded) by a written explanation, a formula taken apart and a worked numerical example. And that is why the Flash review exists: to push towards several sessions instead of one marathon.

2. Why you touch before you read

The interactive simulations of the PhET project (University of Colorado Boulder) show conceptual gains equal to or better than those obtained with real lab apparatus, and they produce more productive discussion. The productive failure line of research (Kapur) further shows that attempting a problem before receiving the explanation β€” even failing β€” leads to deeper conceptual understanding than being handed the rule up front.

What we take from it here: in almost every level the slider comes before the formula. First you see the arrows cancel, then we tell you it is called destructive interference.

3. Why there are quizzes (and why they do not give grades)

The testing effect (Roediger & Karpicke) is one of the most solid results in cognitive psychology: recalling a piece of information from memory strengthens it far more than re-reading it for the same amount of time. Reviews of study techniques put practice testing and distributed practice at the top for effectiveness.

What we take from it here: the quizzes are low-stakes, with immediate feedback explaining why, endlessly retryable and with no negative marking. Getting it wrong is part of the method: a question you missed comes back sooner in the review, one you got right comes back later (Leitner box system: 1 day β†’ 3 β†’ 7 β†’ 21 β†’ 60).

4. Why levels only unlock through mastery

In mastery learning (Bloom) the student moves on once they have shown mastery of the current unit, with variable time and attempts instead of fixed ones. The measured effects are among the most consistent in individualised instruction, especially for those starting further behind.

Our unlock rule (deliberately doubled):

The first alone could be brute-forced with random attempts; the second alone can be guessed. Together they are a reliable signal. Anyone who wants to roam free anyway (an adult revising, a teacher preparing a lesson) can switch on free mode from the home page.

5. Why the interface is so bare

Cognitive load theory (Sweller) and the principles of multimedia learning (Mayer) prescribe some very concrete things, applied here to the letter:

PrincipleHow it is applied in Quantum Arcade
Coherence β€” cut the superfluousno decorative animation, no stock photos, no popups: the screen holds only what the concept needs
Signalling β€” highlight what mattersconsistent colours across the whole course: amplitude = yellow, phase = violet, result = pink, "present" = green, "absent" = red
Spatial contiguitynumbers are written inside the chart, next to the object they describe, not in a distant legend
Segmentinghard passages come in steps ("Next β†’"), paced by the reader
Pre-trainingterms are defined before they are used in a formula: that is what Part 0 is for
Conversational stylewe address you directly and use ordinary words: the "personalisation effect" shows it helps comprehension

6. Colours, contrast, accessibility

7. Motivation: why XP and levels, but no leaderboards

Self-determination theory (Deci & Ryan) identifies three drivers: competence, autonomy, relatedness. Meta-analyses on gamification show positive but fragile effects: points and badges work when they signal competence gained, and can backfire if they become the only reason to play or if they create social-comparison pressure.

What we take from it here: XP arrives only for things genuinely done (mission passed, question recalled), the ranks describe a skill ("Lord of the arrows", "Period hunter") and there is no leaderboard at all, nor a running timer. Autonomy is protected by free mode and by the ability to replay any level.

8. And the last level?

Research on STEM learning distinguishes between being able to apply and being able to transfer. Transfer is only trained on ill-defined problems, where there is no procedure to repeat. That is why the last level is an open workshop: goals to reach, blocks at your disposal, no solution written down anywhere, and a counter of "how many times you queried the oracle" that pushes you to look for a smarter route.

9. Why the qubit arrives at level 1 and Fourier only at 13

The first version of this course followed the "logical" order: waves β†’ Fourier β†’ qubit. Impeccable on paper, wrong in practice: seven levels of maths before seeing the object you came here for.

The current order follows two well-established principles:

A rule I set myself: no tool may be introduced more than one level before the point where it is needed, and every concept must come back at least twice.

10. Sound: information, not decoration

An arcade without sound is not an arcade, but noise for the sake of noise violates Mayer's coherence principle (anything that does not serve the concept steals attention). The compromise applied here:

11. "Wow effect": immediate, specific feedback

In the first version, the Part 0 mini-games did not tell you whether you were doing well. Research on feedback (Hattie & Timperley; Shute) is clear on one point: feedback works when it is immediate, specific and about the task, not the person. Hence three additions, now present in all the games:

12. Why an account is mandatory (and why I do not like it)

Asking for registration is friction, and friction loses people: it would be more convenient for everyone to run everything in the browser. Two reasons make it the right choice anyway:

In exchange: only the data that is genuinely needed (first name, last name, email β€” date of birth is optional and serves to tell apart people with the same name), no profiling, no advertising, total deletion in one click. It is all written in the privacy notice.

13. The AI tutor that refuses to give you the solution

The tutor answers only from the content of this site (RAG) and, by design, does not provide mission solutions: it gives a hint and points you at the right slider. It is an uncomfortable choice but one supported by the research on desirable difficulties (Bjork): the effort of getting there yourself is precisely what produces durable learning. An obliging tutor would make everything look easier and leave less behind.

Every answer cites the level and links to it: the tutor's goal is to put you back inside the game, not to replace it. And if a question finds no answer in the content, it says so instead of making things up.

14. How do I know the simulator is not lying

A course that teaches with a simulator has a basic problem: if the simulator is wrong, it teaches the error β€” and teaches it convincingly, because it shows it. The project's tests check the properties you would expect (gates stay unitary, the QFT reproduces the Fourier matrix exactly, probabilities sum to one). But those tests are written by me, on the same reasoning the simulator is written on: if the error is in the reasoning, the tests confirm it instead of catching it.

That is why the simulator is compared against an independent implementation: QuantumSim, written in C by Francesco Sisini. Three hundred randomly generated circuits β€” up to 4 qubits, with Hadamard, Pauli, S, T, T†, phase rotations, CNOT, CZ and Toffoli β€” are run through both simulators and the amplitudes compared one by one. Different languages, different authors, code written without knowing each other: the largest gap is of the order of 10⁻¹⁡, that is, the limit of the computer's number precision. An error common to both, at that point, is very unlikely.

QuantumSim is released under the GNU GPL v3 and is not included in this site: it is downloaded and compiled only when the check is run (npm run test:incrociato), like a bench tool. Thanks to Francesco Sisini for letting me use it β€” and above all because it is from his books that I started learning this subject.

15. The site's copy: which persuasion techniques I use, declared

This site also has a professional purpose: making me known as someone who builds AI systems and teaches. I think it is only fair to declare which levers I am pulling, so you can weigh them:

TechniqueReference researchHow I use it here
Goal-gradient effectKivetz, Urminsky & Zheng (2006) visible XP bar and levels: motivation grows the closer the finish line gets
Endowed progressNunes & Drèze (2006) Part 0 is already "path covered" for anyone who knows the basics: you start from a bar that is not empty
Social proofCialdini real numbers: 8 organisations I have taught at, 28 levels, over 300 automated tests. No made-up "10,000 happy students"
ReciprocityCialdini the full course is free and stays free: the contact request comes afterwards, and only if it was useful to you
Friction reductionFogg's model (B = MAP) one main action per section and a calendar to book, instead of a long form
What I do NOT do, on purpose: no fake countdowns, no invented "scarcity", no inflated numbers, no promise of an accredited certification I do not have. Persuasion techniques applied to a false claim are not marketing: they are a con, and on a site that teaches how to tell true from merely plausible they would also be ridiculous.

16. How it is written for search engines and for AIs

Half of today's searches end up inside an AI-generated answer instead of a list of links. The guidance emerging from research on Generative Engine Optimization is consistent with writing well:

Note: the same research shows that the content cited by AIs is the structured and verifiable kind. Another way of saying that writing honestly and writing to be found, for once, coincide.

17. The three languages, and how you move between them

The course exists in full in Italian, English and Spanish: not a translated summary, three complete editions β€” exam and certificate included. The addresses are translated too (/en/lessons/, /es/lecciones/), because a page in Spanish living in a folder called "lezioni" is a half-translated page, and it shows.

The selector at the top follows four rules, and none of them is about looks:

The rule underneath all four: offer, do not decide. The reader knows which language they want to read in better than their browser does.

Sources

Listed in the order they appear in the text. Where there is no link it is because the reference is a book or a classic paper that is easy to find: I prefer citing it that way rather than linking a copy of dubious provenance.

Intellectual honesty: none of these studies is about this course in particular, and effect sizes in education are averages, not guarantees. If you notice something is not working β€” a level that is too steep, a game that is unclear β€” that is useful data: write and tell me.

The whole project is public on GitHub under a free non-commercial licence: studying it, modifying it and using it in state education is always allowed; paid training needs an agreement. If you find an error in these pages, report it.